Dragonspawn (Game) – University Assignment


Dragonspawn is a small game project that I created for my final Advanced Game Development Assignment at Griffith University during my second year.

Dragonspawn is a lighthearted parody on many modern games, and contains a fair bit of of crude humour, it should not be taken seriously and isn’t recommend for the faint of heart or serious of temperament.

Though largely inspired by the game Berserker Quest VI: Curse of the Onyx Medallion (http://armitagegames.com/), Dragonspawn borrows many technical design choices from the Borderlands, Call of Duty, Bioshock, Mass Effect, The Elder Scrolls franchises without directly trying to replicate any of those titles (except maybe in the area of the HUD). Early on the game just involved walking around shooting at a dragon that would fly through a large room breathing fire. As the game evolved through the production cycle many highly unnecessary game mechanics were violently cobbled on to ‘make it better’ (that was a joke).

This project was originally created for a University Assignment and all of the associated assets were created by one individual in an 8 week period.

Download Dragonspawn Here!

Created by Tylah Heil (http://www.tylahheil.com/).
Music by Kevin MacLeod (http://www.incompetech.com/).

Sword and Crate – University Assignment

Early in 2012 I was tasked with modelling two assets from a pool of various concept art.

The models I chose were a rugged looking sword and a large wooden shipping crate, both had a polygon budget of around 1500 tris, and required diffuse maps to be created to match the art style of the concept art, consequently I never bothered to create a specular, or normal map as they were not part of the assignment criteria.


This crate was modelled in Maya 2012, and textured in Photoshop CS5.

Sword_01Sword and Crate

This sword was modelled in Maya 2012, and textured in Photoshop CS5.

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